monster_nihilanth
Last edited 2 years ago2022-04-21 15:02:35 UTC
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Spawns Nihilanth, the three-armed final boss which is like a controller but bigger and meaner. It is the runaway slave of Combine and the last of its generation and said to be the head controller of the invasion of the Xen Forces to Earth. It can teleport players to the scripted locations and also attack with electrical particles. When available, it can recharge its power, making it impossible to kill him without destroying the rechargers first.
Attributes
- Target (target) - When an entity is activated, it triggers the entity with the name specified by Target.
- Name (targetname) - Property used to identify entities.
- Render FX (renderfx) - Gives objects special render effects. Think of it as modifying whatever the Render Mode puts out. The options are as follows:
- 0 = Normal
- 1 = Slow Pulse
- 2 = Fast Pulse
- 3 = Slow Wide Pulse
- 4 = Fast Wide Pulse
- 5 = Slow Fade Away
- 6 = Fast Fade Away
- 7 = Slow Become Solid
- 8 = Fast Become Solid
- 9 = Slow Strobe
- 10 = Fast Strobe
- 11 = Faster Strobe
- 12 = Slow Flicker
- 13 = Fast Flicker
- 14 = Constant Glow
- 15 = Distort
- 16 = Hologram (Distort and Fade)
- Render Mode (rendermode) - Controls the type of rendering that is used for an object. Options are:
- 0 = Normal
- 1 = Color
- 2 = Texture
- 3 = Glow
- 4 = Solid
- 5 = Additive
- FX Amount (1 - 255) (renderamt)
- FX Color (R G B) (rendercolor)
- Pitch Yaw Roll (Y Z X) (angles)
- TriggerTarget (TriggerTarget) - The event to trigger when the TriggerCondition is met. Used by monsters.
- Trigger Condition (TriggerCondition) - This controls the condition under which a monster will trigger its TriggerTarget.
- Animation Sequence (editor) (sequence) The options are:
- 0 = No Trigger
- 1 = See Player, Mad at Player
- 2 = Take Damage
- 3 = 50% Health Remaining
- 4 = Death
- 7 = Hear World
- 8 = Hear Player
- 9 = Hear Combat
- 10 = See Player Unconditional
- 11 = See Player, Not In Combat
Flags
- WaitTillSeen (1)
- Gag (2)
- MonsterClip (4)
- Prisoner (16)
- WaitForScript (128)
- Pre-Disaster (256)
- Fade Corpse (512)
Notes
- TriggerCondition is not working for this monster.
- When spawned, Nihilanth does not attack immediately. You need to 'activate' it with trigger_auto (with its TargetState as On) or any other way.
- n_min and n_max can be placed with info_target to declare the minimum and maximum floating heights of the Nihilanth respectively. It will not go any further than the designated points. Otherwise it will follow player's height as reference.
- Can recharge his health from info_target with targetname like: n_recharge1 ; n_recharge2 ; n_recharge3 and so on. Use trigger_relay to link between the info_target and a func_breakable to create a recharge crystal, for example. You can remove the recharge function with KillTarget keyvalue in any entities.
- Multi_manager with the name n_draw1 (n_draw 2 and so on) can be used to do the lightning effects when Nihilanth is recharging its power.
- n_leaving1 (n_leaving2 and so on) can be used with trigger_relay to enable Nihilanth to use the Teleport skill. It is used in conjunction with n_teleport.
- n_teleport1 (n_teleport2 and so on) can be used with a trigger_teleport. The target location of the trigger_teleport will be the location where the players will be teleported when they touch the portal.
- n_dead can be used to call events when Nihilanth is dead after destroying the core in his head. Place a trigger_relay with the n_dead name and you can link to any effects you want to add to the map. The events are only called when Nihilanth has touched any walls or reached n_max point. At the end of your events, make sure to trigger the Nihilanth with a trigger_relay with its Trigger State as Off.
- n_ending is used to teleport the player to the designated location. It is used with trigger_teleport as its name. The trigger_teleport's target location will be the place the players teleported to.
- Can't fade corpse.
- Can spawn in deathmatch.
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